Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Fix copyright headers referring to Godot | Spartan322 | 2024-10-27 | 8 | -16/+16 |
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* | Rebrand preambles to Redot | Spartan322 | 2024-10-13 | 8 | -0/+16 |
| | | | | | | | | | | | | | | | | | | | | | | | | (cherry picked from commit e8542b06acca3c1bdeee4b528411771f0819f084) Credits: Co-authored-by: Skogi <skogi.b@gmail.com> Co-authored-by: Spartan322 <Megacake1234@gmail.com> Co-authored-by: swashberry <swashdev@pm.me> Co-authored-by: Christoffer Sundbom <christoffer_karlsson@live.se> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: McDubh <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: radenthefolf <radenthefolf@gmail.com> Co-authored-by: John Knight <80524176+Tekisasu-JohnK@users.noreply.github.com> Co-authored-by: Adam Vondersaar <adam.vondersaar@uphold.com> Co-authored-by: decryptedchaos <nixgod@gmail.com> Co-authored-by: zaftnotameni <122100803+zaftnotameni@users.noreply.github.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: wesam <108880473+wesamdev@users.noreply.github.com> Co-authored-by: Mister Puma <MisterPuma80@gmail.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: SingleError <isaaconeoneone@gmail.com> Co-authored-by: Bioblaze Payne <BioblazePayne@gmail.com> | ||||
* | Rebrand Godot 4.3 to Redot | Trashguy | 2024-10-13 | 2 | -2/+2 |
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* | D3D12: Be explicit about all-resources texture barriers | Pedro J. Estébanez | 2024-09-16 | 1 | -6/+17 |
| | | | | (cherry picked from commit 3260437afc95253d525d63b7b1f21affde172cea) | ||||
* | Merge pull request #95074 from RandomShaper/d3d12_exit_crash | Rémi Verschelde | 2024-08-08 | 1 | -0/+5 |
|\ | | | | | | | D3D12: Avoid crash on exit | ||||
| * | D3D12: Avoid crash on exit | Pedro J. Estébanez | 2024-08-02 | 1 | -0/+5 |
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* | | D3D12: Avoid cases of redundant render target clears | Pedro J. Estébanez | 2024-08-02 | 1 | -0/+1 |
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* | Merge pull request #94267 from RandomShaper/d3d12_db | Rémi Verschelde | 2024-07-17 | 2 | -6/+32 |
|\ | | | | | | | D3D12: Avoid enabling depth bounds test if unsupported | ||||
| * | D3D12: Avoid enabling depth bounds test if unsupported | Pedro J. Estébanez | 2024-07-15 | 2 | -6/+32 |
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* | | D3D12: Get rid of DXIL.dll! | Pedro J. Estébanez | 2024-07-11 | 5 | -72/+258 |
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* | D3D12: Use the right state for resources in certain heap types | Pedro J. Estébanez | 2024-07-01 | 1 | -2/+5 |
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* | [LLVM/MinGW] Fix/suppress DX12 related warnings. | bruvzg | 2024-06-19 | 5 | -12/+58 |
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* | Merge pull request #91769 from DarioSamo/d3d12_enhanced_barriers | Rémi Verschelde | 2024-05-31 | 2 | -344/+609 |
|\ | | | | | | | Add support for enhanced barriers in D3D12. | ||||
| * | Add support for enhanced barriers in D3D12. | Dario | 2024-05-20 | 2 | -344/+609 |
| | | | | | | | | | | | | | | | | Enables support for enhanced barriers if available. Gets rid of the implementation of [CROSS_FAMILY_FALLBACK] in the D3D12 driver. The logic has been reimplemented at a higher level in RenderingDevice itself. This fallback is only used if the RenderingDeviceDriver reports the API traits and the capability of sharing texture formats correctly. Aliases created in this way can only be used for sampling: never for writing. In most cases, the formats that do not support sharing do not support unordered access/storage writes in the first place. | ||||
* | | [DisplayServer] Add method to check if window transparency is supported and ↵ | bruvzg | 2024-05-23 | 2 | -0/+22 |
|/ | | | | enabled. | ||||
* | Add optional driver workaround to RenderingDevice for Adreno 6XX. | Dario | 2024-05-13 | 1 | -0/+1 |
| | | | | Co-authored-by: Clay John <claynjohn@gmail.com> | ||||
* | Improvements to VRS/Foveated rendering | Bastiaan Olij | 2024-05-03 | 2 | -0/+5 |
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* | clang-tidy: Enforce `modernize-use-nullptr` | Thaddeus Crews | 2024-03-12 | 3 | -3/+3 |
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* | Merge pull request #89209 from RandomShaper/padding_for_dummies | Rémi Verschelde | 2024-03-06 | 1 | -31/+16 |
|\ | | | | | | | Make shader binary alignment handling simpler and more robust | ||||
| * | Make shader binary alignment handling simpler and more robust | Pedro J. Estébanez | 2024-03-06 | 1 | -31/+16 |
| | | | | | | | | | | Bonus: Also simplified the rounding to block size in image size calculations. | ||||
* | | Merge pull request #88540 from bruvzg/d3d12_guids2 | Rémi Verschelde | 2024-03-05 | 1 | -3/+4 |
|\ \ | | | | | | | | | | [D3D12] Define GUIDs directly. | ||||
| * | | [D3D12] Define GUIDs directly. | bruvzg | 2024-02-19 | 1 | -3/+4 |
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* | | | Merge pull request #88496 from bruvzg/d3d12_dyn_load | Rémi Verschelde | 2024-03-05 | 3 | -12/+44 |
|\ \ \ | | | | | | | | | | | | | [Windows] Make D3D12 loading dynamic to support pre-Windows 10 versions. | ||||
| * | | | [Windows] Make D3D12 loading dynamic to support pre Windows 10 versions. | bruvzg | 2024-02-19 | 3 | -12/+44 |
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* | / | Direct3D 12: Fix shader model support check for devices not aware of the ↵ | Pedro J. Estébanez | 2024-03-04 | 1 | -9/+33 |
| |/ |/| | | | | | highest ones | ||||
* | | Direct3D 12: Implement proper fallback for format casting | Pedro J. Estébanez | 2024-02-27 | 2 | -264/+341 |
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* | | Merge pull request #87872 from RandomShaper/d3d12_tex_mem_is_life | Rémi Verschelde | 2024-02-27 | 2 | -82/+144 |
|\ \ | | | | | | | | | | Direct3D 12: Enhance management of texture data life cycle | ||||
| * | | Direct3D 12: Enhance management of texture data life cycle | Pedro J. Estébanez | 2024-02-27 | 2 | -82/+144 |
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* | | Remove word duplicates in comments and strings, and fix casing and punctuation | Robert Yevdokimov | 2024-02-23 | 1 | -1/+1 |
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* | | SCons: Add proper MinGW support to D3D12 deps install script | Rémi Verschelde | 2024-02-23 | 2 | -5/+3 |
| | | | | | | | | Fix a couple GCC warnings. | ||||
* | | Merge execute and present commands for RenderingDeviceDriver. | Dario | 2024-02-19 | 2 | -27/+22 |
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* | Merge pull request #88252 from RandomShaper/d3d12_slice_of_cube | Rémi Verschelde | 2024-02-15 | 1 | -5/+7 |
|\ | | | | | | | Direct3D 12: Fix cubemap slicing | ||||
| * | Direct3D 12: Fix cubemap slicing | Pedro J. Estébanez | 2024-02-12 | 1 | -5/+7 |
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* | | [D3D12] Improve shader validation handling. | bruvzg | 2024-02-13 | 2 | -6/+50 |
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* | | Finish splitting functionality of the Vulkan and D3D12 backends into ↵ | Dario | 2024-02-12 | 7 | -1637/+1528 |
| | | | | | | | | RenderingDeviceDriver. | ||||
* | | Merge pull request #87570 from RandomShaper/d3d12_defensive | Rémi Verschelde | 2024-02-12 | 1 | -4/+8 |
|\ \ | | | | | | | | | | Direct3D 12: Make format feature check more defensive | ||||
| * | | Direct3D 12: Make format feature check more defensive | Pedro J. Estébanez | 2024-01-25 | 1 | -4/+8 |
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* | | | Replace error checks against `size` with `is_empty` | A Thousand Ships | 2024-02-09 | 1 | -1/+1 |
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* | | Merge pull request #87795 from RandomShaper/d3d12_dont_leak_please | Rémi Verschelde | 2024-02-02 | 1 | -2/+6 |
|\ \ | | | | | | | | | | Direct3D 12: Avoid terrible leak related to command allocators | ||||
| * | | Direct3D 12: Avoid terrible leak related to command allocators | Pedro J. Estébanez | 2024-01-31 | 1 | -2/+6 |
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* | | Merge pull request #87670 from RandomShaper/d3d12_16bit | Rémi Verschelde | 2024-01-29 | 1 | -0/+7 |
|\ \ | | | | | | | | | | Direct3D 12: Query support for 16-bit operations | ||||
| * | | Direct3D 12: Query support for 16-bit operations | Pedro J. Estébanez | 2024-01-28 | 1 | -0/+7 |
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* | | Merge pull request #87624 from bruvzg/dx12_old_mingw | Rémi Verschelde | 2024-01-29 | 2 | -3/+5 |
|\ \ | | | | | | | | | | [D3D12] Add support for building with pre-11.0.0 MinGW versions, make PIX runtime opt-in. | ||||
| * | | [D3D12] Add support for building with pre-11.0.0 MinGW versions, make PIX ↵ | bruvzg | 2024-01-26 | 2 | -3/+5 |
| | | | | | | | | | | | | runtime opt-in. | ||||
* | | | Merge pull request #87572 from RandomShaper/d3d12_custom_dbg_print | Rémi Verschelde | 2024-01-29 | 2 | -6/+3 |
|\ \ \ | |/ / |/| | | | | | Direct3D 12: Fix and enable custom debug printing | ||||
| * | | Direct3D 12: Fix and enable custom debug printing | Pedro J. Estébanez | 2024-01-25 | 2 | -6/+3 |
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* | | Merge pull request #87482 from RandomShaper/d3d12_spacey | Rémi Verschelde | 2024-01-26 | 1 | -10/+6 |
|\ \ | | | | | | | | | | Direct3D 12: Let NIR runtime data and push constants use the same register scheme as bindings | ||||
| * | | Direct3D 12: Let NIR runtime data and push constants use the same register ↵ | Pedro J. Estébanez | 2024-01-22 | 1 | -10/+6 |
| |/ | | | | | | | scheme as bindings | ||||
* | | Add a python script to install Direct3D 12 SDK components. | MrBBBaiXue | 2024-01-24 | 1 | -2/+2 |
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This makes it much faster to get started with Direct3D 12 builds, as you only need to run `python .\misc\scripts\install_d3d12_sdk_windows.py` then run `scons d3d12=yes`. This installs DirectX Shader Compiler, Mesa NIR, WinPixEventRuntime and DirectX 12 Agility SDK. - Define a default path that uses the locations from the script. - Now the default path is in "%LOCALAPPDATA%\Godot\build_deps\" - Updated CI to use this new python script. Co-Authored-By: Hugo Locurcio <hugo.locurcio@hugo.pro> | ||||
* | | Merge pull request #87298 from RandomShaper/d3d12_qp | Yuri Sizov | 2024-01-17 | 1 | -1/+1 |
|\ \ | |/ |/| | | | D3D12 RDD: Fix wrong argument when resolving timestamp queries |